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Allies are clearly the heroes in the game. Even as enemy, they would be Hero Antagonist.


* DeviousDolphins: The Allies use specially trained attack dolphins carrying a WaveMotionGun to counter Soviet mind-controlled GiantSquid. They're friendly towards the player controlling them, devious towards anyone else.


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* HeroicDolphin: The Allies use specially trained attack dolphins as underwater scouts and counter unit to Soviet mind-controlled GiantSquid by sonic weapons.

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* GameplayAndStorySegregation: "Deja Vu", the second Soviet mission in ''Yuri's Revenge'', is about trying to destroy Einstein's Lab and the still-in-development Chronosphere. However, and unlike "Mirage" from the vanilla Allied campaign (the mission it mirrors), the Chronosphere is not only fully operational, but if you get an Allied Construction Yard, you can build your own fully operational Chronosphere.

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* GameplayAndStorySegregation: GameplayAndStorySegregation:
**
"Deja Vu", the second Soviet mission in ''Yuri's Revenge'', is about trying to destroy Einstein's Lab and the still-in-development Chronosphere. However, and unlike "Mirage" from the vanilla Allied campaign (the mission it mirrors), the Chronosphere is not only fully operational, but if you get an Allied Construction Yard, you can build your own fully operational Chronosphere.Chronosphere.
** In the mission "Trick or Treaty," [[spoiler:Eva is taken out of commission after she was brainwashed by Yuri to revealing the location of a secret meeting between the Allies and Soviet in London. However, she continues to be the Allies's MissionControl for basic transmission and warnings, though a few of the transmission are from General Carville.]]
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RA 2 was released in 2000, the monuments were renamed in october 2001 after 9/11, the WTC is still called that in a cutscene


* FantasyLandmarkEquivalent: The game fictionalises the names of some real life monuments and landmarks. This was almost certainly done in response to the 9/11 attacks which took place shortly before the game was released.
** The Paris levels get hit with this trope hard. The Louvre Museum is rendered simply as "Generic World Famous Museum" while the nearby Eiffel Tower is rendered as the "Paris Tower" with three pillars and a round base instead of the four pillars and a rectangular as it exists in our world. This actually creates a mild ContinuitySnarl with VideoGame/CommandAndConquerRedAlert, as a cutscene there displayed the real-life Eiffel Tower. Beta screenshots show the tower was supposed to look much closer to the real-life version before being altered.
** Other real life monuments mostly avert this, but their presence is heavily downplayed, presumably to avoid a ButThouMust case of MonumentalDamage in light of the aforementioned 9/11 attacks. The Statue of Liberty, Washington Monument, the Smithsonian, the British Houses of Parliament, Golden Gate Bridge and others all appear but are not mission critical unlike the Paris Tower. The Twin Towers do appear in a Soviet mission and do have some mission relevance, but their destruction is optional and they lack any identifying label in-game, as they are simply marked as "Building".

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* FantasyLandmarkEquivalent: The game fictionalises fictionalizes the names of some real life monuments and landmarks. This was almost certainly done in response to landmarks.
** In
the 9/11 attacks which took place shortly before the game was released.
** The
Paris levels get hit with this trope hard. levels, The Louvre Museum is rendered simply as "Generic World Famous Museum" while the nearby Eiffel Tower is rendered as the "Paris Tower" with three pillars and a round base instead of the four pillars and a rectangular as it exists in our world. This actually creates a mild ContinuitySnarl with VideoGame/CommandAndConquerRedAlert, as a cutscene there displayed the real-life Eiffel Tower. Beta screenshots show the tower was supposed to look much closer to the real-life version before being altered.
** Other real life monuments mostly avert this, but their presence is heavily downplayed, presumably to avoid a ButThouMust case of MonumentalDamage in light of the aforementioned 9/11 attacks.downplayed. The Statue of Liberty, Washington Monument, the Smithsonian, the British Houses of Parliament, Golden Gate Bridge and others all appear but are not mission critical unlike the Paris Tower. The Twin Towers do appear in a Soviet mission and do have some mission relevance, but their destruction is optional and they lack any identifying label in-game, as they are simply marked as "Building".
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None

Added DiffLines:

* FantasyLandmarkEquivalent: The game fictionalises the names of some real life monuments and landmarks. This was almost certainly done in response to the 9/11 attacks which took place shortly before the game was released.
** The Paris levels get hit with this trope hard. The Louvre Museum is rendered simply as "Generic World Famous Museum" while the nearby Eiffel Tower is rendered as the "Paris Tower" with three pillars and a round base instead of the four pillars and a rectangular as it exists in our world. This actually creates a mild ContinuitySnarl with VideoGame/CommandAndConquerRedAlert, as a cutscene there displayed the real-life Eiffel Tower. Beta screenshots show the tower was supposed to look much closer to the real-life version before being altered.
** Other real life monuments mostly avert this, but their presence is heavily downplayed, presumably to avoid a ButThouMust case of MonumentalDamage in light of the aforementioned 9/11 attacks. The Statue of Liberty, Washington Monument, the Smithsonian, the British Houses of Parliament, Golden Gate Bridge and others all appear but are not mission critical unlike the Paris Tower. The Twin Towers do appear in a Soviet mission and do have some mission relevance, but their destruction is optional and they lack any identifying label in-game, as they are simply marked as "Building".
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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two [=SWs=], be it the support SW "Iron Curtain" or offensive SW Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=] along with his own, '''tripling''' the amount of [=SWs=] you now have to deal with after building either SW, but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
-->'''Yuri:''' [[https://www.youtube.com/watch?v=cyYV0s_tZ2k#t=10m47s Good thought, Commander.]] I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''three''' offensive [=SWs=] that then threaten your base after building either of your [=SWs=])

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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two [=SWs=], be it the support SW "Iron Curtain" or offensive SW Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=] along with his own, '''tripling''' '''[[ThisIsGonnaSuck tripling]]''' the amount of offensive/support [=SWs=] you now have to deal with after building either SW, but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
-->'''Yuri:''' [[https://www.youtube.com/watch?v=cyYV0s_tZ2k#t=10m47s Good thought, Commander.]] I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''three''' '''[[OhCrap three]]''' offensive [=SWs=] that then threaten your base after building either of your [=SWs=])
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-->'''Yuri:''' Good thought, Commander. I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''three''' offensive [=SWs=] that then threaten your base after building either of your [=SWs=])

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-->'''Yuri:''' [[https://www.youtube.com/watch?v=cyYV0s_tZ2k#t=10m47s Good thought, Commander. Commander.]] I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''three''' offensive [=SWs=] that then threaten your base after building either of your [=SWs=])
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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two SWs, be it the support [=SW=] "Iron Curtain" or offensive [=SW=] Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=], '''doubling''' the amount of [=SWs=] you now have to deal with after building either [=SW=], but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
-->'''Yuri:''' Good thought, Commander. I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''two''' offensive SWs that then threaten you base after building either of your [=SWs=})

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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two SWs, [=SWs=], be it the support [=SW=] SW "Iron Curtain" or offensive [=SW=] SW Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=], '''doubling''' [=SWs=] along with his own, '''tripling''' the amount of [=SWs=] you now have to deal with after building either [=SW=], SW, but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
-->'''Yuri:''' Good thought, Commander. I think my puppets should follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''two''' '''three''' offensive SWs [=SWs=] that then threaten you your base after building either of your [=SWs=})[=SWs=])
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-->'''Yuri:''' Good thought. I think I should have my own allies build their own superweapons. (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''two''' offensive SWs that then threaten you base after building either of your [=SWs=})

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-->'''Yuri:''' Good thought. thought, Commander. I think I my puppets should have my own allies follow your example and build their own superweapons. (chuckles) (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''two''' offensive SWs that then threaten you base after building either of your [=SWs=})
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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two SWs, be it the support [=SW=] "Iron Curtain" or offensive [=SW=] Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=], '''doubling''' the amount of [=SWs=] you now have to deal with after building either [=SW=], but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...

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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon, superweapon if you '''ever''' build one yourself in a mission against him, be it in the semi-final [=RA2=] Soviet mission or the final [=RA2YR=] mission, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two SWs, be it the support [=SW=] "Iron Curtain" or offensive [=SW=] Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=], '''doubling''' the amount of [=SWs=] you now have to deal with after building either [=SW=], but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
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None

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* TemptingFate: Being an expert of his psychic craft, Yuri will also build his own superweapon, sometimes in a '''MUCH''' more advantageous variation than yours, '''especially''' during the final [=RA2YR=] Soviet mission in that, if you dare to build either of the two SWs, be it the support [=SW=] "Iron Curtain" or offensive [=SW=] Nuclear Missile, he responds in kind not just with his '''two''' mind-controlled Soviet and Allied forces doing the same with their own respective [=SWs=], '''doubling''' the amount of [=SWs=] you now have to deal with after building either [=SW=], but also audibly comments on your built support/offensive [=SWs=] and says the following harrowing words...
-->'''Yuri:''' Good thought. I think I should have my own allies build their own superweapons. (cue Yuri having his mind-controlled Allied and Soviet forces immediately constructing '''two''' offensive SWs that then threaten you base after building either of your [=SWs=})
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* AlternateContinuity: While ''Red Alert 1'' was originally meant to lead into ''VideoGame/CommandAndConquerTiberianDawn'', ''Red Alert 2'' and its follow-ups take place in a different timeline (or rather timeline'''s'''), diverging at an unknown point after the previous game (this divergence was to be explained in the initial version of ''VideoGame/CommandAndConquerTiberiumWars'', but it was scrapped). As it stands, ''Red Alert 2'' and ''3'' essentially function as standalone stories with virtually all references to the Tiberium saga gone.

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* AlternateContinuity: While ''Red Alert 1'' was originally meant to lead into ''VideoGame/CommandAndConquerTiberianDawn'', ''VideoGame/CommandAndConquerTiberianDawn'' regardless of whether the Allies or Soviets won, ''Red Alert 2'' and its follow-ups take place in a different timeline (or rather timeline'''s'''), diverging at an unknown point after the previous game (this divergence was to be explained in the initial version of ''VideoGame/CommandAndConquerTiberiumWars'', but it was scrapped). As it stands, ''Red Alert 2'' and ''3'' essentially function as standalone stories with virtually all references to the Tiberium saga gone.
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* SafelySecludedScienceCenter: The Soviets have hidden the Battle Lab with their plans for the new [[TankGoodness Apocalypse Tank]] in a remote base in the Ural Mountains. Unfortunately, the Allies have recently perfected their own teleportation technology with the Chronosphere, so the player is ordered to fend off waves of Allied assaults.
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** If you somehow lose Tanya in the first Allied mission of the expansion, it doesn't end in a failure. Instead, a fleet of Aircraft Carriers arrive to finish the job.
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Removed off-topic complaining


* WashingtonDCInvasion: The first Soviet mission has you destroying the Pentagon. This contradicts the Allied (canon) side, where you actually have to defend and attack with a lot more than just basic grunts. Naturally, [=RA2=] was when the series started to get campy and Troperiffic, so the triteness of the premise can be excused. The eighth Soviet mission involves attacking General Vladimir's base near and capturing the White House.

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* WashingtonDCInvasion: The first Soviet mission has you destroying the Pentagon. This contradicts the Allied (canon) side, where you actually have to defend and attack with a lot more than just basic grunts. Naturally, [=RA2=] was when the series started to get campy and Troperiffic, so the triteness of the premise can be excused. The eighth Soviet mission involves attacking General Vladimir's base near and capturing the White House.
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-->-- '''Soviet tanks.'''

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-->-- '''Soviet tanks.'''
tanks'''
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** {{Hammerspace}}: [=GI=]s somehow carry a machine pistol, a [[GunsOfFiction/MachineGuns M60 machine gun]] and a couple dozens of sandbags on their own persons and can remain mobile (and reasonably fast). Taken even further by the Guardian [=GI=]s in ''Yuri's Revenge'', who carry a M60 machine gun, a [[GunsOfFiction/RocketsMissilesAndGrenadeLaunchers Javelin missile launcher]] and ''steel barricades'' instead of sandbags, though as a nod to realism they are slower.

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** * {{Hammerspace}}: [=GI=]s somehow carry a machine pistol, a [[GunsOfFiction/MachineGuns M60 machine gun]] and a couple dozens of sandbags on their own persons and can remain mobile (and reasonably fast). Taken even further by the Guardian [=GI=]s in ''Yuri's Revenge'', who carry a M60 machine gun, a [[GunsOfFiction/RocketsMissilesAndGrenadeLaunchers Javelin missile launcher]] and ''steel barricades'' instead of sandbags, though as a nod to realism they are slower.
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*** In fact large potions of the campaign can be beat no base building on easy. While some levels do requires some, speedruns are mostly just rushing the objective or enemy base with starting units and whatever reinforcments can be quickly built along the way.
** The fifth Allies mission is a stealth mission that tasks the player with sabotaging two Soviet Nuclear Missile Silos using only Tanya and a couple of Spies. There is a pile of barrels along the southeast wall of the first Soviet base that leads to a squad of friendly troops including Engineers. With the Engineers its possible to capture the first Silo instead of destroying it and using its missile to destroy the other silo. The Nuke Attack will charge up even without base power.

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*** In fact large potions of the campaign can be beat no base building on easy. While some levels do requires some, speedruns are mostly just rushing the objective or enemy base with starting units and whatever reinforcments reinforcements can be quickly built along the way.
** The fifth Allies Allied mission is a stealth mission that tasks the player with sabotaging two Soviet Nuclear Missile Silos using only Tanya and a couple of Spies. There is a pile of barrels along the southeast wall of the first Soviet base that leads to a squad of friendly troops including Engineers. With the Engineers its possible to capture the first Silo instead of destroying it and using its missile to destroy the other silo. The Nuke Attack will charge up even without base power.



*** It's also relatively simple to permanently de-power the Soviet bases with spies. By taking out one of the outlying bases, capturing it's barracks (or another building so you can build your own nearby) and leaving a power plant alive, you can constantly send spies in to deny the soviets power for the rest of the mission, including disabling their super weapons. Plus if you also leave an Ore Refinery alive, excess spies can steal loads of cash. For whatever reason the Soviets always have ample money for you to steal no matter how much you do this, giving you an essentially unlimited cash reserve to beat the mission with no time pressure from the Soviet Nukes and Iron Curtain.

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*** It's also relatively simple to permanently de-power the Soviet bases with spies. By taking out one of the outlying bases, capturing it's its barracks (or another building so you can build your own nearby) and leaving a power plant alive, you can constantly send spies in to deny the soviets Soviets power for the rest of the mission, including disabling their super weapons. Plus if you also leave an Ore Refinery alive, excess spies can steal loads of cash. For whatever reason the Soviets always have ample money for you to steal no matter how much you do this, giving you an essentially unlimited cash reserve to beat the mission with no time pressure from the Soviet Nukes and Iron Curtain.



** The Allied and the Soviets team up against Yuri in the expansion, although it's not as benevolent as the temporary alliance between GDI and Nod in ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''[='=]s expansion - one side still defeats the other to win the war, just faster so they have more time to focus on Yuri, and not as hard so that the loser is in the proper state to do anything military-related. While the cooperation is official (through a treaty signed in London) in the Allied Campaign, it is PlayedWith in the Soviet Campaign - the Allies ''think'' they are working together with the Soviets to defeat Yuri, the Soviets don't think so, and are merely using the Allies whenever needed.

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** The Allied Allies and the Soviets team up against Yuri in the expansion, although it's not as benevolent as the temporary alliance between GDI and Nod in ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''[='=]s expansion - one side still defeats the other to win the war, just faster so they have more time to focus on Yuri, and not as hard so that the loser is in the proper state to do anything military-related. While the cooperation is official (through a treaty signed in London) in the Allied Campaign, it is PlayedWith in the Soviet Campaign - the Allies ''think'' they are working together with the Soviets to defeat Yuri, the Soviets don't think so, and are merely using the Allies whenever needed.



* GuiltBasedGaming: After winning a misison in the campaign mode, you are treated to a debriefing screen that shows whether or not you beat the par time and offers a little in-game commentary. If you ''don't'' beat the par time, you'll get some rather demoralizing commentary because you took too long to accomplish your objective (i.e. heavy military casualties, heavy civilain losses, enemy discovers classified info, etc.).

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* GuiltBasedGaming: After winning a misison mission in the campaign mode, you are treated to a debriefing screen that shows whether or not you beat the par time and offers a little in-game commentary. If you ''don't'' beat the par time, you'll get some rather demoralizing commentary because you took too long to accomplish your objective (i.e. heavy military casualties, heavy civilain civilian losses, enemy discovers classified info, etc.).
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Redirect. Can't tell if replacement applicable.


* ObligatoryWarCrimeScene: The Allied mission "Free Gateway" features Soviet Desolators [[ImMelting melting American civilians]] alive with radiation. It's also possible to kill American civilians in the Soviet campaign. The Allies aren't entirely above destroying Saint Basil's Cathedral in Moscow if you so choose.

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* AirborneArtillery: [[ZiZaggingTrope Zig-zagged]] with Soviet Siege Chopper in the ''Yuri's Revenge'' expansion. It is a Dual Mode Unit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnearable to all weaponry.

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* AirborneArtillery: [[ZiZaggingTrope [[ZigZaggingTrope Zig-zagged]] with Soviet Siege Chopper in the ''Yuri's Revenge'' expansion. It is a Dual Mode Unit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnearable to all weaponry.



* ArtisticLicenseSpace:
** The moon is featured as having no resources (i.e no ore to mine for money). In real life there is interest in returning to the moon to extract resources, including resources that are [[{{Unobtainium}} virtually non-existent]] on Earth like Helium-3 [[note]]Nerd time: technically Helium-3 is about as abundant on Earth as it is on the Moon, but on the moon it's locked up in lunar regolith due to building up slowly over billions of years from solar wind, while on Earth it's spread throughout the atmosphere in extremely thin concentrations where it's effectively impossible to extract it[[/note]].
** The Apollo 11 Lunar Landing Module "Eagle" on the moon is featured "whole", instead of having only the descent stage left on the moon. [[FridgeHorror This would only be possible if Neil Armstrong and Buzz Aldrin were stranded on the moon]].



* TheBadGuyWins: {{Downplayed}} in the Soviet ending of Yuri's Revenge, where ChummyCommies is in full effect and the Soviet victory leads to humanity spreading "communism" (read: [[ColonizedSolarSystem colonizing]]) to the solar system.



* DifficultButAwesome: The Allied Spy. It takes quite a bit of micromanagement and supervision on your part to get them to safely infiltrate an enemy building.[[note]]Attack Dogs and psychic units are the biggest threats to the Spy.[[/note]] However, when an Allied Spy ''does'' infiltrate a building, he can provide a myriad of benefits to you. The Spy can steal credits from a Refinery, reset a superweapon's timer, reset the shroud, or temporarily disable the enemy's entire power grid. The biggest benefits, however, come from infiltrating a barracks or war factory which allow you to train veteran units from the get-go. Also, infiltrating an enemy's battle lab grants you access to special, powerful units (like the notoriously dangerous Chrono Commandos).

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* DifficultButAwesome: DestructibleProjectiles: Missile artillery (V3 rockets, and missiles from the Dreadnought ship and Boomer submarine) can be destroyed by any AntiAir-capable unit [[note]]The engine technically cannot handle destructible projectile, so missiles such as these are actually air units. This is also why Terror Drones and Attack Dogs are completely invincible during their "lunge" attacks[[/note]] as a counter so artillery isn't a GameBreaker. Smaller missiles like those from [=IFV=]s, Patriot missiles, deployed Guardian [=GI=]s, Aegis Cruisers and the Apocalypse's "Mammoth Tusk" AntiAir missiles cannot be destroyed.
* DifficultButAwesome:
**
The Allied Spy. It takes quite a bit of micromanagement and supervision on your part to get them to safely infiltrate an enemy building.[[note]]Attack Dogs and psychic units are the biggest threats to the Spy.[[/note]] However, when an Allied Spy ''does'' infiltrate a building, he can provide a myriad of benefits to you. The Spy can steal credits from a Refinery, reset a superweapon's timer, reset the shroud, or temporarily disable the enemy's entire power grid. The biggest benefits, however, come from infiltrating a barracks or war factory which allow you to train veteran units from the get-go. Also, infiltrating an enemy's battle lab grants you access to special, powerful units (like the notoriously dangerous Chrono Commandos).Commandos).
** Chrono Legionnaires are rather fragile and mechanically unusual and it's ''very'' easy to get them to die and waste your money if you don't know what you're doing, but properly managed they can inflict a lot of damage. They can also be forced to attack your own units or structures, as a way of protecting them (units and buildings being "phased out" by Chrono Legionnaires are utterly immortal) though care should be taken that they don't accidentally make them disappear.



* DumbMuscle: Yuri's Brutes. Enormous muscle-bound humanoids with the literal mentality of a schoolyard bully (one of their "attack quotes" is "Give me your lunch money!".



* FateWorseThanDeath: Ironically Yuri's fate in the Allied ending is this, where he's essentially locked in a coffin to stop his mind-control powers, though you'd be [[AssholeVictim forgiven for not particularly being sad for him]]. His fate in the Soviet ending is a more mundane case of [[ItMakesSenseInContext being eaten by a dinosaur]].



** ''VideoGame/MentalOmega'' is easily the most ambitious of the mods, being a nearly complete remake of the game with a rewritten and expanded plot, a fleshed-out Yuri faction and campaign, several new units and buildings with their own graphics, thorough rebalancing of the game and a fourth faction.



* GiantSquid: A Soviet naval unit, they're apparently mind-controlled, and curiously remain in the Soviet arsenal even after Yuri betrays them and takes his psychic technology with him. They're a stealth unit that attacks by grasping most ships and "shaking them" until sunk and "punching" whatever amphibious or sea unit can't be grabbed.



** {{Hammerspace}}: [=GI=]s somehow carry a machine pistol, a [[GunsOfFiction/MachineGuns M60 machine gun]] and a couple dozens of sandbags on their own persons and can remain mobile (and reasonably fast). Taken even further by the Guardian [=GI=]s in ''Yuri's Revenge'', who carry a M60 machine gun, a [[GunsOfFiction/RocketsMissilesAndGrenadeLaunchers Javelin missile launcher]] and ''steel barricades'' instead of sandbags, though as a nod to realism they are slower.



* HealingFactor: Apocalypse Tanks and Kirov Zeppelins slowly replenish their health bar up to green levels ,i.e. around 66%. Elite units and those affected by a tech hospital or machine shops regain full health.

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* HealingFactor: Apocalypse Tanks and Kirov Zeppelins slowly replenish their health bar up to green levels ,i.e. around 66%. [[GiantSquid Giant Squids]] also slowly regenerate health, Elite units and those affected by a tech hospital or machine shops regain full health.health.



** The moon landing module ''Eagle'' and the US flag planted by the Apollo 11 mission are a destructible structure right at the beginning of the Moon mission.

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** The moon landing module ''Eagle'' and the US flag planted by the Apollo 11 mission are a destructible structure right at the beginning of the Moon mission.mission [[note]]Though the moon lander has both the ascent stage and descent stages still together instead of just the descent stage, something [[FridgeHorror only possible if the Apollo 11 were stranded on the moon]].[[/note]]



* NoSell: Several units are completely immune to certain mechanics. For instance Brutes cannot be bitten by dogs, while Boomer submarines cannot be grabbed by Giant Squids. Hero units like Tanya and Boris and the "action movie stars" from the second Allied mission of ''Yuri's Revenge'' are also ImmuneToMindControl.



* ObligatoryWarCrimeScene: The Allied mission "Free Gateway" features Soviet Desolators [[ImMelting melting American civilians]] alive with radiation. It's also possible to kill American civilians in the Soviet campaign. The Allies aren't entirely above destroying Saint Basil's Cathedral in Moscow if you so choose.



* PsychopathicManchild: Yuri's Brutes are hulking gray-skinned humans with the mentality of a schoolyard bully. They're also incredibly violent and can literally punch tanks into scrap metal.



* StrategicAssetCaptureMechanic: Hospitals, Garages (HealingFactor to infantry and tanks, respectively), civilian power plants (extra base power), and airports (which grant a Paratrooper Drop Support Power similar to America's Subfaction Bonus). Some maps have abandoned structures from other factions, such as Sattelite Uplinks or Psychic Radars.

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* StrategicAssetCaptureMechanic: Hospitals, Garages (HealingFactor Machine Shops(HealingFactor to infantry and tanks, respectively), civilian power plants (extra base power), Oil Derricks (a constant, small trickle of infinite money) and airports Airports (which grant a Paratrooper Drop Support Power similar to America's Subfaction Bonus). Some maps have abandoned structures from other factions, such as Sattelite Satelite Uplinks or Psychic Radars.



* Weaponized Teleportation: One of the uses of the Allied Chronosphere is to instantly kill groups of enemy units by teleporting land units into water, or water units onto land.

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* Weaponized Teleportation: WeaponizedTeleportation: One of the uses of the Allied Chronosphere is to instantly kill groups of enemy units by teleporting land units into water, or water units onto land.land. Virtually all infantry will die from being Chronoshifted, unless protected by a transport.


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* WouldShootACivilian: The Soviets do towards American civilians. They're also willing to mind control them and use them as cheap cannon fodder against the US military. During a mission in Saint-Louis civilians are corralled into a chainlink fence pen and melted alive by Desolators.

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** In the expansion, the mission Power Play revolves around the player trying to stop Yuri from nuking the city every ten minutes. It doesn't help that Yuri tends to use his first nuke to destroy the War Factory and you don't have a Construction Yard in this mission. [[spoiler:Thankfully there is another Allied War Factory elsewhere on the map available for takeover with an Engineer.]]

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** In the expansion, the mission Power Play revolves around the player trying to stop Yuri from nuking the city every ten minutes. It doesn't help that Yuri tends to use his first nuke to destroy the War Factory and you don't have a Construction Yard in this mission. [[spoiler:Thankfully there is another Allied War Factory elsewhere on the map available for takeover with an Engineer. And with some clever play you can use the weather control device you have been provided to destroy Yuri's bio-generators and then rush one of his Tech Power Plants to destroy or capture it, thereby cutting off power to his nuclear missile silo.]]


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* PyrrhicVictory: Finishing campaign missions above the par time sometimes gives FlavorText that the victory was this, though this has no impact on subsequent missions or the plot whatsoever.
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* MundaneUtility: The Chrono Legionnaire is capable of using his [[BuffySpeak chrono gun thing]] to "[[{{Retgone}} erase]]" units or objects, which has useful applications for safely clearing out explosive barrels or ammunition crates that could be a hazard, or removing a building without leaving behind rubble that can't be built on.
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* CheeseEatingSurrenderMonkeys: Poked at with the multiplayer taunts for the French subfaction ("Surrender! No, not '''I'' surrender', ''you'' surrender!") but averted in the in-game story, in which it is the representative of France who reminds the US that YouAreNotAlone and is ready to take command of Tanya and the forces accompanying her. The only reason France (and the UK and Germany) don't immediately rush to help the USA is because they have [[NukeEm Soviet nukes]] in Poland aimed at them and are understandably lukewarm about rushing in to help under these conditions.

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* CheeseEatingSurrenderMonkeys: Poked at with the multiplayer taunts for the French subfaction ("Surrender! No, not '''I'' surrender', ''you'' surrender!") but averted in the in-game story, in which it is the representative of France who reminds the US that YouAreNotAlone and is ready to take command of Tanya and the forces accompanying her. The only reason France (and the UK and Germany) don't immediately rush to help the USA is because they have [[NukeEm Soviet nukes]] in Poland aimed at them and are understandably lukewarm about rushing in to help under these conditions. In the Soviet campaign meanwhile, the Germans and French are much more proactive and are mobilizing their units on the Polish border, until a commando attack in Paris forces them to withdraw to concentrate on homeland defense. This trope is even lampshaded by Premier Romanov, who says they "overestimated" the cowardice of the French.
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* NoodleIncident: In the fourth Allied campaign mission "Last Chance", you start out leading a small naval and air force into Chicago and your first obstacle is a pair of Grand Cannons under ''Soviet'' control. Thing is, the Grand Cannon is an ''Allied'' defensive structure (specifically, France). It's never really explained why/how the Soviets acquired the two Grand Cannons.
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** ''Red Alert 2'' is the first game in the ''Command & Conquer'' franchise where you actually receive an alert when a player (or A.I.) builds a superweapon. The game even reveals the shroud above the superweapon, gives you a countdown timer, and even gives you a voice alert when the superweapon is built ("Warning: [superweapon name] detected"). And also, using a superweapon will show you a semi-transparent visual circle representing the "blast radius" or area of effect so you can aim the superweapon properly.

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** ''Red Alert 2'' is the first game in the ''Command & Conquer'' franchise where you actually receive an alert when a player (or A.I.) builds a superweapon. The game even reveals the shroud above the superweapon, gives you a countdown timer, and even gives you a voice alert when the superweapon is built ("Warning: [superweapon name] detected"). And also, using a superweapon in ''Yuri's Revenge'' will show you a semi-transparent visual circle representing the "blast radius" or area of effect so you can aim the superweapon properly.
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** ''Red Alert 2'' is the first game in the ''Command & Conquer'' franchise where you actually recieve an alert when a player (or A.I.) builds a superweapon. The game even reveals the shroud above the superweapon, gives you a countdown timer, and even gives you a voice alert when the superweapon is built ("Warning: [superweapon name] detected").

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** ''Red Alert 2'' is the first game in the ''Command & Conquer'' franchise where you actually recieve receive an alert when a player (or A.I.) builds a superweapon. The game even reveals the shroud above the superweapon, gives you a countdown timer, and even gives you a voice alert when the superweapon is built ("Warning: [superweapon name] detected"). And also, using a superweapon will show you a semi-transparent visual circle representing the "blast radius" or area of effect so you can aim the superweapon properly.

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*** In fact large potions of the campaign can be beat no base building on easy. While some levels do requires some, speedruns are mostly just rushing the objective or enemy base with starting units and whatever reinforcments can be quickly built along the way.



*** It's also relatively simple to permanently depower the Soviet bases with spies. By taking out one of the outlying bases, capturing it's barracks (or another building so you can build your own nearby) and leaving a power plant alive, you can constantly send spies in to deny the soviets power for the rest of the mission, including disabling their superweapons. Plus if you also leave an Ore Refinery alive, excess spies can steal loads of cash. For whatever reason the Soviets always have ample money for you to steal giving you an essentially unlimted cash reserve to beat the mssion with no time pressure from the Soviet Nukes and Iron Curtain.

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*** It's also relatively simple to permanently depower de-power the Soviet bases with spies. By taking out one of the outlying bases, capturing it's barracks (or another building so you can build your own nearby) and leaving a power plant alive, you can constantly send spies in to deny the soviets power for the rest of the mission, including disabling their superweapons.super weapons. Plus if you also leave an Ore Refinery alive, excess spies can steal loads of cash. For whatever reason the Soviets always have ample money for you to steal no matter how much you do this, giving you an essentially unlimted unlimited cash reserve to beat the mssion mission with no time pressure from the Soviet Nukes and Iron Curtain.
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*** It's also relatively simple to permanently depower the Soviet bases with spies. By taking out one of the outlying bases, capturing it's barracks (or another building so you can build your own nearby) and leaving a power plant alive, you can constantly send spies in to deny the soviets power for the rest of the mission, including disabling their superweapons. Plus if you also leave an Ore Refinery alive, excess spies can steal loads of cash. For whatever reason the Soviets always have ample money for you to steal giving you an essentially unlimted cash reserve to beat the mssion with no time pressure from the Soviet Nukes and Iron Curtain.
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* CripplingOverspecialisation: Go beyond the workhorses of each faction and most of their units fall into this. For example:
** The Navy SEAL massacres infantry and structures (though they have to get right up to the latter, so base defenses and garrisoned buildings are a no-go without something with better armor to distract them), but barely scratches vehicles. In the expansion, at least, Tanya loses the weakness to vehicles (she can slap C4 onto weak points to destroy them, and as a "hero" unit they can't just [[CarFu run her over]]) but remains at the mercy of base defenses or garrisoned structures, while Boris can take care of those easily (he uses a laser designator to call in airstrikes from beyond their range) but fares only slightly better against tanks (until fully-promoted he barely scratches them, and anti-infantry ones shred him).
** The German Tank Destroyer does ExactlyWhatItSaysOnTheTin, with a unique attack type that does very heavy damage to tanks, but hardly does a scratch on buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its [[FixedForwardFacingWeapon fixed turret.]]
** In the expansion, Yuri's Magnetrons excel against structures, and play a supporting role against vehicles with a kind of tractor beam, but do not harm infantry at all and can't actually harm vehicles directly unless it's near a shoreline (where it can drop land vehicles into the water and boats onto land for an instant kill).
** Prism and Mirage tanks are utterly lethal against structures and units, respectively, but have rather sad performance against the opposite if they aren't [[AuthorityEqualsAsskicking promoted.]]
** Yuri's faction in general is ''full'' of overspecialization. Gatling Tank shreds infantry and air units, but cannot stand up to armor. Lasher Tanks can stand up to armor, but can do little against infantry. Magnetrons act as siege weapons, but can not actually damage units directly. Masterminds mind control infantry and ground vehicles, but are helpless against air units and robots. Using the right unit combination is a necessity as Yuri.
** Allied Robot Tanks are immune to mind control and can hover over water, but they are otherwise just more expensive Grizzly Tanks that can't be promoted and require a separate structure for building ''and'' operation - a building that, if out of power or destroyed, powers down all Robot Tanks you own until you can get power back up or replace it.
** The Allied Aegis Cruiser will [[AntiAir utterly destroy air units]] with a rapid salvo of missiles, but it can't harm anything other than air units.

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* CripplingOverspecialisation: Go beyond the workhorses Outside of each faction and some core workhorse units, most of their units fall into this.in the game are hyperspecalized. Between infantry, vehicles, structures and air units, expect most units to be good against two at best, often just one. For example:
** Attack dogs are fast, cheap, and OneHitKill infantry. However they can't attack any other unit types.
** The Navy SEAL massacres (and Tanya, a hero version of the unit) massacre infantry and structures (though can instantly destroy any structure if they have to get right up next to the latter, so it (meaning they can't do anything against base defenses and garrisoned buildings are a no-go without something with better armor to distract them), on their own), but barely scratches scratch vehicles. In the expansion, at least, expansion Tanya loses the weakness to can C4 vehicles (she can slap C4 onto weak points to destroy them, as well, and as a "hero" unit they can't just [[CarFu run her over]]) over]], but she remains at the mercy of base defenses or garrisoned structures, while structures. Boris can take care of those easily (he uses (her Soviet counterpart) has a laser designator to call in airstrikes from beyond their range) on base defenses, but fares only slightly better maintains the weakness against tanks (until fully-promoted he barely scratches them, and vehicles (he does get a bit better when fully-promoted, but anti-infantry ones still shred him).
** The German Tank Destroyer does ExactlyWhatItSaysOnTheTin, with a unique attack type that does very heavy dealing massive damage to tanks, tanks and other vehicles, but hardly does a scratch on essentially nothing to buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its [[FixedForwardFacingWeapon fixed turret.]]
** In the expansion, Yuri's Magnetrons excel against structures, and play a supporting role against vehicles with a kind of tractor beam, but do not harm infantry at all and can't actually harm vehicles directly unless it's near a shoreline (where it can drop land vehicles into the water and boats onto land for an instant kill).
** Prism tanks level structures and Mirage tanks are utterly lethal deadly against structures and units, respectively, infantry or vehicles, but have rather sad performance against the opposite if they aren't [[AuthorityEqualsAsskicking promoted.]]
opposite. It's possible the intention was for players to use them to cover each other's weaknesses, since they're at the same tech tier.
** The Allied Aegis Cruiser and Patriot Missie defense, as well as the Soviet Flak Cannon [[AntiAir utterly destroy most air units]] but can't attack anything else. The Soviet Flak Troopers and Flak Tracks can at least shoot both ground and air targets, but their ground damage is pretty worthless against anything but infanstry.
** The expansion didn't change this either, as
Yuri's faction in general is ''full'' of overspecialization. Gatling Tank shreds infantry and air units, but cannot stand up to armor. Lasher Tanks can stand up to armor, but can do little against infantry. infantry (although to some extent this is true of all tanks). Magnetrons act as siege weapons, but can not actually only lift vehicles up to move them (which doesn't damage units directly.them). The Virus sniper insnatly kills most infantry, but can't harm vehicles or structures. Masterminds mind control infantry and ground vehicles, but are helpless against air units and robots. Using the right unit combination is a necessity as Yuri.
** The expansion also added Allied Robot Tanks are immune specifically to counter Yuri's mind control and can control, plus they hover over water, but they are otherwise just more expensive water. Outside of that they're inferior to Grizzly Tanks that in almost every way. On top of just being generally weaker, they can't be promoted and require a separate an additional tech structure for to build. Plus if at any point said building ''and'' operation - a building that, if out of power is destroyed or destroyed, powers down loses power, all Robot Tanks you own are disabled until you can get it's replaced or has power back up or replace it.
** The Allied Aegis Cruiser will [[AntiAir utterly destroy air units]] with a rapid salvo of missiles, but it can't harm anything other than air units.
restored.
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* Weaponized Teleportation: One of the uses of the Allied Chronosphere is to instantly kill groups of enemy units by teleporting land units into water, or water units onto land.
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* {{Nerf}}:
** The Soviet Tesla Tanks are slower, more frail, and have shorter range than their ''RA: Aftermath'' predecessors. Their electric charges still pack quite a sting, however.
** Attack dogs can still OneHitKill infantry and can detect Spies, but the dogs are now noticeably slower and their attack range (lunging) is also smaller. Tanya being able to take the initiative by shooting enemies on sight helps factors this too.

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